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Internal organ fixing surgery will now work correctly on robotic organs, using nanopaste in place of trauma kits Defibs also don't need the body to be past the point of deadness to work Kitchen utensils should now properly work as surgery tools where given in code IPC thralls can now be dethralled by performing the surgery on where their brain is, in this case their chest. This will also work for any species that has a brain anywhere else in their body.
522 lines
19 KiB
Plaintext
522 lines
19 KiB
Plaintext
//backpack item
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/obj/item/weapon/defibrillator
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name = "defibrillator"
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desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibunit"
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item_state = "defibunit"
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slot_flags = SLOT_BACK
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force = 5
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throwforce = 6
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w_class = 4
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origin_tech = "biotech=4"
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action_button_name = "Toggle Paddles"
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var/on = 0 //if the paddles are equipped (1) or on the defib (0)
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var/safety = 1 //if you can zap people with the defibs on harm mode
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var/powered = 0 //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
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var/obj/item/weapon/twohanded/shockpaddles/paddles
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var/obj/item/weapon/stock_parts/cell/high/bcell = null
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var/combat = 0 //can we revive through space suits?
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/obj/item/weapon/defibrillator/New() //starts without a cell for rnd
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..()
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paddles = make_paddles()
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update_icon()
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return
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/obj/item/weapon/defibrillator/loaded/New() //starts with hicap
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/update_icon()
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update_power()
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update_overlays()
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update_charge()
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/obj/item/weapon/defibrillator/proc/update_power()
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if(bcell)
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if(bcell.charge < paddles.revivecost)
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powered = 0
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else
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powered = 1
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else
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powered = 0
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/obj/item/weapon/defibrillator/proc/update_overlays()
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overlays.Cut()
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if(!on)
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overlays += "[icon_state]-paddles"
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if(powered)
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overlays += "[icon_state]-powered"
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if(!bcell)
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overlays += "[icon_state]-nocell"
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if(!safety)
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overlays += "[icon_state]-emagged"
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/obj/item/weapon/defibrillator/proc/update_charge()
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if(powered) //so it doesn't show charge if it's unpowered
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if(bcell)
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var/ratio = bcell.charge / bcell.maxcharge
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ratio = Ceiling(ratio*4) * 25
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overlays += "[icon_state]-charge[ratio]"
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/obj/item/weapon/defibrillator/CheckParts()
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bcell = locate(/obj/item/weapon/stock_parts/cell) in contents
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update_icon()
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/obj/item/weapon/defibrillator/ui_action_click()
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if(usr.get_item_by_slot(slot_back) == src)
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toggle_paddles()
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else
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usr << "<span class='warning'>Put the defibrillator on your back first!</span>"
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return
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/obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/stock_parts/cell))
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var/obj/item/weapon/stock_parts/cell/C = W
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if(bcell)
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user << "<span class='notice'>[src] already has a cell.</span>"
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else
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if(C.maxcharge < paddles.revivecost)
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user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
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return
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user.drop_item()
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W.loc = src
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bcell = W
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user << "<span class='notice'>You install a cell in [src].</span>"
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if(istype(W, /obj/item/weapon/screwdriver))
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if(bcell)
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bcell.updateicon()
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bcell.loc = get_turf(src.loc)
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bcell = null
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user << "<span class='notice'>You remove the cell from the [src].</span>"
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update_icon()
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return
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/obj/item/weapon/defibrillator/emag_act(user as mob)
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if(safety)
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safety = 0
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user << "<span class='warning'>You silently disable [src]'s safety protocols with the card."
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else
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safety = 1
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user << "<span class='notice'>You silently enable [src]'s safety protocols with the card."
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/obj/item/weapon/defibrillator/emp_act(severity)
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if(bcell)
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deductcharge(1000 / severity)
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if(bcell.reliability != 100 && prob(50/severity))
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bcell.reliability -= 10 / severity
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if(safety)
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safety = 0
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOff.ogg', 50, 0)
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else
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safety = 1
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOn.ogg', 50, 0)
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update_icon()
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..()
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/obj/item/weapon/defibrillator/verb/toggle_paddles()
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set name = "Toggle Paddles"
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set category = "Object"
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on = !on
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var/mob/living/carbon/human/user = usr
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if(on)
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//Detach the paddles into the user's hands
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if(!usr.put_in_hands(paddles))
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on = 0
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user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
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update_icon()
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return
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paddles.loc = user
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else
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//Remove from their hands and back onto the defib unit
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remove_paddles(user)
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update_icon()
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return
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/obj/item/weapon/defibrillator/proc/make_paddles()
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return new /obj/item/weapon/twohanded/shockpaddles(src)
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/obj/item/weapon/defibrillator/equipped(mob/user, slot)
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if(slot != slot_back)
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remove_paddles(user)
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update_icon()
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/obj/item/weapon/defibrillator/proc/remove_paddles(mob/user)
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var/mob/living/carbon/human/M = user
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if(paddles in get_both_hands(M))
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M.unEquip(paddles)
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update_icon()
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return
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/obj/item/weapon/defibrillator/Destroy()
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if(on)
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var/M = get(paddles, /mob)
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remove_paddles(M)
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if(paddles)
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qdel(paddles)
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paddles = null
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if(bcell)
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qdel(bcell)
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bcell = null
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return ..()
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/obj/item/weapon/defibrillator/proc/deductcharge(var/chrgdeductamt)
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if(bcell)
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if(bcell.charge < (paddles.revivecost+chrgdeductamt))
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powered = 0
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update_icon()
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if(bcell.use(chrgdeductamt))
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update_icon()
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return 1
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else
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update_icon()
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return 0
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/obj/item/weapon/defibrillator/proc/cooldowncheck(var/mob/user)
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spawn(50)
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if(bcell)
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if(bcell.charge >= paddles.revivecost)
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user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, 0)
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else
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user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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paddles.cooldown = 0
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paddles.update_icon()
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update_icon()
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/obj/item/weapon/defibrillator/compact
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name = "compact defibrillator"
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desc = "A belt-equipped defibrillator that can be rapidly deployed."
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icon_state = "defibcompact"
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item_state = "defibcompact"
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w_class = 3
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slot_flags = SLOT_BELT
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origin_tech = "biotech=4"
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/obj/item/weapon/defibrillator/compact/ui_action_click()
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if(usr.get_item_by_slot(slot_belt) == src)
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toggle_paddles()
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else
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usr << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
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return
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/obj/item/weapon/defibrillator/compact/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat
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name = "combat defibrillator"
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desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
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combat = 1
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safety = 0
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/obj/item/weapon/defibrillator/compact/combat/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new /obj/item/weapon/stock_parts/cell/infinite(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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paddles.unwield()
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toggle_paddles()
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update_icon()
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return
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//paddles
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/obj/item/weapon/twohanded/shockpaddles
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name = "defibrillator paddles"
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desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibpaddles"
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item_state = "defibpaddles"
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force = 0
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throwforce = 6
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w_class = 4
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var/revivecost = 1000
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var/cooldown = 0
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var/busy = 0
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var/obj/item/weapon/defibrillator/defib
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/obj/item/weapon/twohanded/shockpaddles/New(mainunit)
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..()
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if(check_defib_exists(mainunit, src))
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defib = mainunit
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loc = defib
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busy = 0
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update_icon()
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return
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/obj/item/weapon/twohanded/shockpaddles/update_icon()
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icon_state = "defibpaddles[wielded]"
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item_state = "defibpaddles[wielded]"
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if(cooldown)
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icon_state = "defibpaddles[wielded]_cooldown"
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/obj/item/weapon/twohanded/shockpaddles/suicide_act(mob/user)
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user.visible_message("<span class='danger'>[user] is putting the live paddles on \his chest! It looks like \he's trying to commit suicide.</span>")
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defib.deductcharge(revivecost)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return (OXYLOSS)
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/obj/item/weapon/twohanded/shockpaddles/dropped(mob/user as mob)
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if(user)
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var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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user << "<span class='notice'>The paddles snap back into the main unit.</span>"
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defib.on = 0
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loc = defib
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defib.update_icon()
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return unwield()
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/obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, var/mob/living/carbon/human/M, var/obj/O)
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if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator)) //To avoid weird issues from admin spawns
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M.unEquip(O)
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qdel(O)
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return 0
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else
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return 1
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/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
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var/tobehealed
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var/threshold = -config.health_threshold_dead
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var/mob/living/carbon/human/H = M
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if(busy)
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return
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if(!defib.powered)
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user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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return
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if(!wielded)
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user << "<span class='boldnotice'>You need to wield the paddles in both hands before you can use them on someone!</span>"
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return
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if(cooldown)
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user << "<span class='notice'>[defib] is recharging.</span>"
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return
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if(!ishuman(M))
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user << "<span class='notice'>The instructions on [defib] don't mention how to revive that...</span>"
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return
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else
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if(user.a_intent == I_HARM && !defib.safety)
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busy = 1
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H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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add_logs(M, user, "stunned", object="defibrillator")
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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defib.cooldowncheck(user)
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return
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if(user.zone_sel && user.zone_sel.selecting == "chest")
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user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
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user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
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playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
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var/mob/dead/observer/ghost = H.get_ghost()
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var/tplus = world.time - H.timeofdeath
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var/tlimit = 6000 //past this much time the patient is unrecoverable (in deciseconds)
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var/tloss = 3000 //brain damage starts setting in on the patient after some time left rotting
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var/total_burn = 0
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var/total_brute = 0
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if(do_after(user, 20, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
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for(var/obj/item/carried_item in H.contents)
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if(istype(carried_item, /obj/item/clothing/suit/space))
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if(!defib.combat)
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user.visible_message("<span class='notice'>[defib] buzzes: Patient's chest is obscured. Operation aborted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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return
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if(H.heart_attack)
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H.heart_attack = 0
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if(H.stat == 2)
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var/health = H.health
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M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
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playsound(get_turf(src), "bodyfall", 50, 1)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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for(var/obj/item/organ/external/O in H.organs)
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total_brute += O.brute_dam
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total_burn += O.burn_dam
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if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
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tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
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tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
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H.adjustOxyLoss(tobehealed)
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H.adjustToxLoss(tobehealed)
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H.adjustFireLoss(tobehealed)
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H.adjustBruteLoss(tobehealed)
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user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.stat = 1
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H.update_revive()
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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defib.deductcharge(revivecost)
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add_logs(M, user, "revived", object="defibrillator")
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else
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if(tplus > tlimit)
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user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
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else if(total_burn >= 180 || total_brute >= 180)
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user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
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else
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user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed.</span>")
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if(ghost)
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ghost << "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)"
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ghost << sound('sound/effects/genetics.ogg')
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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defib.deductcharge(revivecost)
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update_icon()
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cooldown = 1
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defib.cooldowncheck(user)
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else
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user.visible_message("<span class='notice'>[defib] buzzes: Patient is not in a valid state. Operation aborted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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else
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user << "<span class='notice'>You need to target your patient's chest with [src].</span>"
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return
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/obj/item/weapon/borg_defib
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name = "defibrillator paddles"
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desc = "A pair of mounted paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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force = 0
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w_class = 4
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var/revivecost = 1000
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var/cooldown = 0
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var/busy = 0
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var/safety = 1
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flags = NODROP
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/obj/item/weapon/borg_defib/attack(mob/M, mob/user)
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var/tobehealed
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var/threshold = -config.health_threshold_dead
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var/mob/living/carbon/human/H = M
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if(busy)
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return
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if(cooldown)
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user << "<span class='notice'>[src] is recharging.</span>"
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if(!ishuman(M))
|
|
user << "<span class='notice'>This unit is only designed to work on humanoid lifeforms.</span>"
|
|
return
|
|
else
|
|
if(user.a_intent == I_HARM && !safety)
|
|
busy = 1
|
|
H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
|
|
"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
|
|
H.adjustStaminaLoss(50)
|
|
H.Weaken(5)
|
|
H.updatehealth() //forces health update before next life tick
|
|
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
|
H.emote("gasp")
|
|
add_logs(M, user, "stunned", object="defibrillator")
|
|
if(isrobot(user))
|
|
var/mob/living/silicon/robot/R = user
|
|
R.cell.use(revivecost)
|
|
cooldown = 1
|
|
busy = 0
|
|
update_icon()
|
|
spawn(50)
|
|
cooldown = 0
|
|
update_icon()
|
|
return
|
|
if(user.zone_sel && user.zone_sel.selecting == "chest")
|
|
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
|
|
busy = 1
|
|
update_icon()
|
|
if(do_after(user, 30, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
|
|
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
|
|
var/mob/dead/observer/ghost = H.get_ghost()
|
|
var/tplus = world.time - H.timeofdeath
|
|
var/tlimit = 6000 //past this much time the patient is unrecoverable (in deciseconds)
|
|
var/tloss = 3000 //brain damage starts setting in on the patient after some time left rotting
|
|
var/total_burn = 0
|
|
var/total_brute = 0
|
|
if(do_after(user, 20, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
|
|
if(H.stat == 2)
|
|
var/health = H.health
|
|
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
|
|
playsound(get_turf(src), "bodyfall", 50, 1)
|
|
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
|
for(var/obj/item/organ/external/O in H.organs)
|
|
total_brute += O.brute_dam
|
|
total_burn += O.burn_dam
|
|
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
|
|
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
|
|
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
|
|
H.adjustOxyLoss(tobehealed)
|
|
H.adjustToxLoss(tobehealed)
|
|
H.adjustFireLoss(tobehealed)
|
|
H.adjustBruteLoss(tobehealed)
|
|
user.visible_message("<span class='notice'>[user] pings: Resuscitation successful.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
|
|
H.stat = 1
|
|
H.update_revive()
|
|
H.emote("gasp")
|
|
if(tplus > tloss)
|
|
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
|
|
if(isrobot(user))
|
|
var/mob/living/silicon/robot/R = user
|
|
R.cell.use(revivecost)
|
|
add_logs(M, user, "revived", object="defibrillator")
|
|
else
|
|
if(tplus > tlimit)
|
|
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
|
|
else if(total_burn >= 180 || total_brute >= 180)
|
|
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
|
|
else
|
|
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed.</span>")
|
|
if(ghost)
|
|
ghost << "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)"
|
|
ghost << sound('sound/effects/genetics.ogg')
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
if(isrobot(user))
|
|
var/mob/living/silicon/robot/R = user
|
|
R.cell.use(revivecost)
|
|
update_icon()
|
|
cooldown = 1
|
|
spawn(50)
|
|
cooldown = 0
|
|
update_icon()
|
|
else
|
|
user.visible_message("<span class='notice'>[user] buzzes: Patient is not in a valid state. Operation aborted.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = 0
|
|
update_icon()
|
|
else
|
|
user << "<span class='notice'>You need to target your patient's chest with [src].</span>"
|
|
return |